Mordagast
Source: Alien Archive 4
CR: 7 XP: 3,200
N Medium animal
Init.: +4 Senses: darkvision 60 ft., low-light vision Perception: +14
Defense
HP: 105
EAC: 19 KAC: 21
Fort: +11 Ref: +11 Will: +6
Offense
Speed: 30 ft., fly 20 ft. (Ex, clumsy)
Melee: talon +17 (1d8+12 P plus grab; critical bleed 1d8) or bite +17 (2d6+12 P; critical wound)
Offensive Abilities: phase strike
Statistics
Str: +5 Dex: +4 Con: +3 Wis: +0 Int: -4 Cha: +2
Skills: Acrobatics +14 (+6 to fly), Survival +14, Stealth +19
Ecology
Environment: any forest or hills
Organization: solitary, pair, or haunt (3–12)
Special Abilities
<p><b>Dissipate (Su)</b> As a swift action, the mordagast can diffuse its molecules, entering a semi-fluid state that diffracts light and sound waves. While diffused, a mordagast gains concealment and can hide even while being directly observed, even from creatures with blindsense or blindsight based on sound or vibration. A diffused mordagast also gains DR 10/—, deals 10 less damage with its attacks, and can’t grab creatures. The mordagast can maintain its diffused state for 10 minutes at a time, after which it can’t diffuse again until it has remained in its normal form for twice the time it spent diffused. A mordagast can end its diffused state as a swift action.<br/> <b>Phase Strike (Su)</b> As a swift action every 1d4 rounds, a mordagast can dissipate its talons for several seconds, causing them to rematerialize after passing through its prey’s defenses. Until the end of its turn, the mordagast’s talon attacks target EAC rather than KAC.</p>